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Unified Diff: third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html

Issue 1601093008: Remove duplicated WebGL layout tests. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 11 months ago
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Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html
diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html
deleted file mode 100644
index 94f2c07dbbcb40ab50c5cd7480bd074ff02f6299..0000000000000000000000000000000000000000
--- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/shader-precision-format.html
+++ /dev/null
@@ -1,108 +0,0 @@
-<!DOCTYPE html>
-<html>
-<head>
-<meta charset="utf-8">
-<title>WebGL shader precision format test.</title>
-<script src="../../../resources/js-test.js"></script>
-<script src="resources/webgl-test.js"> </script>
-<script src="resources/webgl-test-utils.js"> </script>
-</head>
-<body>
-<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
-<div id="description"></div>
-<div id="console"></div>
-<script>
-if (window.initNonKhronosFramework) {
- window.initNonKhronosFramework(true);
-}
-
-if (window.internals)
- window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
-
-var wtu = WebGLTestUtils;
-description(document.title);
-debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work.");
-debug("");
-var gl = create3DContext(document.getElementById("canvas"));
-
-function verifyShaderPrecisionFormat(shadertype, precisiontype) {
- shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' +
- precisiontype + ') instanceof WebGLShaderPrecisionFormat');
-}
-
-debug("");
-debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object.");
-debug("");
-
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT');
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT');
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT');
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT');
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT');
-verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT');
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT');
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT');
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT');
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT');
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT');
-verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT');
-
-debug("");
-debug("Test that getShaderPrecisionFormat throws an error with invalid parameters.");
-debug("");
-
-shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER)');
-
-debug("");
-debug("Test that WebGLShaderPrecisionFormat values are sensible.");
-debug("");
-
-// The minimum values are from OpenGL ES Shading Language spec, section 4.5.
-
-var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1');
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1');
-shouldBeTrue('shaderPrecisionFormat.precision >= 8');
-
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT);
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14');
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14');
-shouldBeTrue('shaderPrecisionFormat.precision >= 10');
-
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT);
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 62');
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 62');
-shouldBeTrue('shaderPrecisionFormat.precision >= 16');
-
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT);
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8');
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8');
-shouldBeTrue('shaderPrecisionFormat.precision == 0');
-
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT);
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10');
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10');
-shouldBeTrue('shaderPrecisionFormat.precision == 0');
-
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT);
-shouldBeTrue('shaderPrecisionFormat.rangeMin >= 16');
-shouldBeTrue('shaderPrecisionFormat.rangeMax >= 16');
-shouldBeTrue('shaderPrecisionFormat.precision == 0');
-
-debug("");
-debug("Test that getShaderPrecisionFormat returns the same thing every call.");
-debug("");
-
-shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
-var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
-shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin');
-shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax');
-shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision');
-
-finishTest();
-</script>
-
-</body>
-</html>
-
-

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